AoeStats
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African Clearing

510309280Analyzed
4v4 RM · 4h ago on Sep 30, 2026· 2m 38s· 8 players
Game mode
Random Map
Map size
Large (8 player)
Population
200
Speed
Normal
Resources
Standard
Victory
Conquest
Starting age
Dark Age
Ending age
Imperial Age
RankedLock teamsTeams togetherTeam positionsShared explorationLock speedFull tech treeHidden civsTurbo modeCheats
Victory
Defeat
1539
+12
🇹🇼 Muisca · Taiwan
1518
+12
🇹🇼 Khmer · Taiwan
1517
+12
🇹🇼 Danes · Taiwan
1475
+14
🇨🇳 Georgians · China
1523
-16
🇨🇳 Saxons · China
1443
-13
1401
-11
🇨🇳 Persians · China
1379
-10
Player eAPM Actions Feudal Castle Imperial Opening
50 133 — — —
36 94 — — —
28 74 — — —
18 47 — — —
14 38 — — —
11 30 — — —
3 7 — — —
2 5 — — —

Resources

Player Food Wood Gold Stone Spent Collected
200 300 0 100 600 0
0 400 0 100 500 0
0 300 0 100 400 0
0 300 0 100 400 0
0 275 0 100 375 0
0 275 0 100 375 0
0 0 0 0 0 0
0 0 0 0 0 0
eAPM counts every action except AI orders — the automated orders the game issues on a player's behalf, which would otherwise inflate the number. Age times are when the player reached the age (hover for the click that started it). Openings are inferred from early production and building placement, and are omitted when unclear. The four resource columns are what a player spent — units and buildings ordered plus technologies researched, at standard costs; technologies a civ gets for free cost nothing, other civ discounts are not modelled. Collected adds what was still banked at the end, like the game's own statistics screen: a recording tracks the stockpile as one number rather than four, so it is a total only, and market trades shift resources without gathering any.
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